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Thread: Release of the CUF (font & text rendering) mod tool

  1. #101

    Default Re: Release of the CUF (font & text rendering) mod tool

    I tried with Times New Roman font, and it was bad too.

    And after I tried your "00 00 00 00" way, and it's WORKS PERFECTLY.

    Thank You very much

  2. #102

    Default Re: Release of the CUF (font & text rendering) mod tool

    The Times New Roman font was wrong too, but your 00 00 00 00 method did worked. Thank You a lot!

    Here is the result:
    http://www.twcenter.net/forums/showt...-Font-For-Rome

  3. #103
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    Default Re: Release of the CUF (font & text rendering) mod tool

    I think I eventually managed the CUF part:














  4. #104
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    Default Re: Release of the CUF (font & text rendering) mod tool

    The pictures for the instructions were gone due to Imageshack changing their policy. I have simplified that article (PDF form as well) and added a download link for the article (with original pics) to that thread and the OP.










  5. #105

    Default Re: Release of the CUF (font & text rendering) mod tool

    i try to make CUF File for attila to translate this game to my language but it can't do if i check kerning.

    if my language DO NOT check this box, it can't be read.

    please tell me if i do something stupid.

  6. #106

    Default Re: Release of the CUF (font & text rendering) mod tool

    Hello, I tried to use another font in totalwar:warhammer for localization.
    I made a cuf file named "la_gioconda_12" from Meiryo (font size 12) which is Japanese font by CUF mod tool.
    And I replaced original la_gioconda_12.cuf with this one by Totalwar Pack File Manager.
    Then, I replaced original local_en.pack of warhammer with edited one.
    After that, I started warhammer, but it does not work well. The characters in font were corrupted.
    Though I tried it in other various Japanese fonts, I did not go well.

    Sorry for my bad English, and I am an amateur about font issue.
    Someone any ideas?

    https://www.dropbox.com/s/h3k7rtgq91...acter.jpg?dl=0

  7. #107
    Commissar Caligula_'s Avatar The Ecstasy of Potatoes
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    Default Re: Release of the CUF (font & text rendering) mod tool

    Feel free to delete this post

    A bit of a necro post here, but does anyone know whether this works for the latest titles such as Total War Attila?
    I'm pretty technologically illiterate so I can't particularly test it very well.
    Last edited by Commissar Caligula_; March 25, 2017 at 10:11 AM.



  8. #108
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    Default Re: Release of the CUF (font & text rendering) mod tool

    Never tried, possible.










  9. #109
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    Default Re: Release of the CUF (font & text rendering) mod tool

    Feel free to delete this post

    It was way easier than I thought it would be. Before and After for Rise of Mordor.
    Before
    After
    Last edited by Commissar Caligula_; March 25, 2017 at 10:12 AM.



  10. #110
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    Default Re: Release of the CUF (font & text rendering) mod tool

    Feel free to delete this post

    Sorry for the double post, but having a custom font crashes the game when you try to start a custom battle or campaign. Anyone got any ideas why?
    Here's the file: https://drive.google.com/open?id=0Bw...GFmel9NcXRLb0k
    Last edited by Commissar Caligula_; March 25, 2017 at 10:10 AM.



  11. #111
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    Default Re: Release of the CUF (font & text rendering) mod tool

    Maybe open an existing CUF file in the editor to see if there are some specific settings? I vaguely remember some 'optional' settings...










  12. #112
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    Default Re: Release of the CUF (font & text rendering) mod tool

    Quote Originally Posted by Tellos Athenaios View Post
    you can manually add an 'empty' kerning table in the ETW format relatively easily. To do so requires using a hexeditor, however. Here's what you would need to do:

    • Use the CUF tool to generate a CUF font as normal but don't enable kerning. Make a backup copy of it in case the next steps go wrong.
    • Open the font in a hexeditor and navigate to the very end of the file.
    • Make sure that you are in 'insert' and not in 'overwrite' mode if your hexeditor distinguishes between the two.
    • Append four zero bytes (hexadecimal code 00) so you now have four times '00'. If your hexeditor features a two pane UI with the bytes on one side and the bytes 'decoded' into text on the other side you want to edit the raw bytes directly (not the 'decoded' text). You can tell if you do it wrong because if you type zero's in the text part your raw bytes will start to show hexadecimal sequences of '30' instead of '00' appended to the file.
    • The final result should be exactly four bytes bigger from the backup copy, with the last four bytes having a value of zero (hexadecimal 00).
    Ok I've got it working, I'll make a Youtube tutorial tomorrow perhaps.
    Last edited by Commissar Caligula_; March 25, 2017 at 02:11 AM.



  13. #113

    Default Re: Release of the CUF (font & text rendering) mod tool

    CUF mod tool can't use for "WarHammer II" and "Thrones of Britannia" (maybe they're 4K font scale )

    Please update tool ! Many thanks !!!

  14. #114

    Default Re: Release of the CUF (font & text rendering) mod tool

    I know this post may be outdated.
    But i want to edit my local language into .cuf
    total war three kingdom
    Who can help me please? I've tried many things.
    But it seems that the results are not good
    Please recommend me So that I can find a way to translate this game

  15. #115
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    Default Re: Release of the CUF (font & text rendering) mod tool

    It did not work for Warhammer and Thrones of Brittania with this version (see post above yours) - very unlikely it will work with Three Kingdoms.










  16. #116
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    Default Re: Release of the CUF (font & text rendering) mod tool

    I forgot to ever post the Youtube video here. 2 years and 4 months later =P




  17. #117
    Elendil 03's Avatar Semisalis
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    Default Re: Release of the CUF (font & text rendering) mod tool

    No matter which font I choose, I keep getting this error report after having some 30 - 40 glyphs compiled: Aborted compilation of: C:\Users\TOPSECRET\Downloads\Med 2 Ressources\FontsConverter\dist\FONTNAME.cuf: earlier error(s) prevent further processing: java.lang.ArrayIndexOutOfBoundsException: 1
    Something to be done about that? Using Win10 64bit with Java SE 9.1.something and the precompiled version following the PDF manual's instructions and CC's video.

  18. #118
    Elendil 03's Avatar Semisalis
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    Default Re: Release of the CUF (font & text rendering) mod tool

    OK, the problem seems to be caused by ticking the "kerning" box. any possibility to apply kerning in Medieval 2 regardless?
    Last edited by Elendil 03; October 31, 2019 at 02:48 PM.

  19. #119
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    Default Re: Release of the CUF (font & text rendering) mod tool

    Never used kerning with my fonts, what is it supposed to achieve?










  20. #120
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    Default Re: Release of the CUF (font & text rendering) mod tool

    It makes fonts look fancier by allowing overlap, eg:



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